Results 1 to 10 of 34

Hybrid View

  1. #1
    Player
    fodare's Avatar
    Join Date
    Jan 2018
    Posts
    5
    Character
    Fodare Tribal
    World
    Lamia
    Main Class
    Machinist Lv 63
    it's hard to explain lore wise why combos are rng
    "Lorewise" shooting a gun like doesn't work, they'd never hit anything.

    The problem with shooting like a normal person would it to need to have a character attacking at least once per second to make it cool.
    What? Why? In fact, "lorewise" someone using a gun should not be constantly attacking as they would need to reload, regardless of the type of ammo. Machinists behave like boring Mages with a gun, the machines don't behave like machines, they behave like magic generators.

    IMO, Machinists should be played as half-rifler, half-trap setter. Using a choice of a wide variety of machines. I would put in abilities like "Take Aim" or "Use Scope", "Proximity Mine", "Ghillie Suit". What if a machinist carried around a backpack with spare parts and pockets to hold portable machines? What if they pulled out a handgun, for small damage, put it away, pulled out a shotgun for big damage, throw a specialized grenades for different types of aoes. They could even have machines that create beneficial aoes or heal - the autoturrets are a boring copout for low dps anyway.

    It needs to be completely re-designed.
    (1)
    Last edited by fodare; 01-06-2018 at 05:51 AM.

  2. #2
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by fodare View Post
    "Lorewise" shooting a gun like doesn't work, they'd never hit anything.


    What? Why? In fact, "lorewise" someone using a gun should not be constantly attacking as they would need to reload, regardless of the type of ammo. Machinists behave like boring Mages with a gun, the machines don't behave like machines, they behave like magic generators.

    IMO, Machinists should be played as half-rifler, half-trap setter. Using a choice of a wide variety of machines. I would put in abilities like "Take Aim" or "Use Scope", "Proximity Mine", "Ghillie Suit". What if a machinist carried around a backpack with spare parts and pockets to hold portable machines? What if they pulled out a handgun, for small damage, put it away, pulled out a shotgun for big damage, throw a specialized grenades for different types of aoes. They could even have machines that create beneficial aoes or heal - the autoturrets are a boring copout for low dps anyway.

    It needs to be completely re-designed.
    I wouldn't mind a complete redesign for MCH.

    It's a bloody mess of confusing ideas and bizarre mechanics that don't even seem to align with any of the previous iterations of machinists from FF games: http://finalfantasy.wikia.com/wiki/Machinist_(job)

    Most machinists are described as using a VARIETY of gadgets to attack their enemies, some wielding hammers, others throwing grenades, etc.

    Beyond that, the rotation is just kind of convoluted to the point where it feels more like plate spinning than something that's actually fun and satisfying to use.

    As for the subject, the MCH's flashy animations could be viewed as an apology for the rest of the class being such a general mess... :P
    (1)

  3. #3
    Player
    Fannah's Avatar
    Join Date
    Aug 2015
    Posts
    514
    Character
    Fannah Loydera
    World
    Moogle
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by fodare View Post
    snip
    You're kinda out of topic, it's about animations here, you talk about game design. To make it short, all I meant was "animation would be boring if too realistic".

    I don't see what reloading has to do here to counter my argument. You don't reload every bullet.

    On top of that, I don't see how they behave like boring mages, nor about design, nor about animations. When you'll be MCH 70 and try to be optimal, I don't believe you'll feel like boring mages.

    PS : I'm not for or against a machinist remake, it's just that it's out of topic imo.

    Other than that, it doesn't "need" to be redesigned. Even if I agree we expected more different tools in their kit.
    They could just make another new class fitting more what the FF machinist could be.
    (0)
    Last edited by Fannah; 01-06-2018 at 10:47 PM.

Tags for this Thread